72ae89c5aa
-Object Manipulator Gizmo keeps proper scale in all windows and projections, (configurable on settings too). -Manipulator gizmos for other objects (camera, shapes, etc) massively improved and bug-fixed. -Manipulator gizmos are different for edited object and other objects. -Properly highlight manipulator gizmo handles when hovered. -Fixed bugs in fragment program when using more than 1 light together. -Reload png/jpg files automatically in editor if edited externally. -Added 4-stages Parallel Split Shadow Mapping, to improve shadow quality in large scenarios -Added PCF13 to improve smoothness of shadow borders -General optimization of directional light shadow mapping for Orthogonal,PSM and PSSM. -Fixed normal mapping when importing DAE files, works nicely now.
196 lines
5.5 KiB
C++
196 lines
5.5 KiB
C++
/*************************************************************************/
|
|
/* light.h */
|
|
/*************************************************************************/
|
|
/* This file is part of: */
|
|
/* GODOT ENGINE */
|
|
/* http://www.godotengine.org */
|
|
/*************************************************************************/
|
|
/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
|
|
/* */
|
|
/* Permission is hereby granted, free of charge, to any person obtaining */
|
|
/* a copy of this software and associated documentation files (the */
|
|
/* "Software"), to deal in the Software without restriction, including */
|
|
/* without limitation the rights to use, copy, modify, merge, publish, */
|
|
/* distribute, sublicense, and/or sell copies of the Software, and to */
|
|
/* permit persons to whom the Software is furnished to do so, subject to */
|
|
/* the following conditions: */
|
|
/* */
|
|
/* The above copyright notice and this permission notice shall be */
|
|
/* included in all copies or substantial portions of the Software. */
|
|
/* */
|
|
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
|
|
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
|
|
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
|
|
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
|
|
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
|
|
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
|
|
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
|
|
/*************************************************************************/
|
|
#ifndef LIGHT_H
|
|
#define LIGHT_H
|
|
|
|
|
|
#include "scene/3d/visual_instance.h"
|
|
#include "scene/resources/texture.h"
|
|
#include "servers/visual_server.h"
|
|
|
|
/**
|
|
@author Juan Linietsky <reduzio@gmail.com>
|
|
*/
|
|
class Light : public VisualInstance {
|
|
|
|
OBJ_TYPE( Light, VisualInstance );
|
|
OBJ_CATEGORY("3D Light Nodes");
|
|
|
|
public:
|
|
|
|
enum Parameter {
|
|
PARAM_RADIUS=VisualServer::LIGHT_PARAM_RADIUS,
|
|
PARAM_ENERGY=VisualServer::LIGHT_PARAM_ENERGY,
|
|
PARAM_ATTENUATION=VisualServer::LIGHT_PARAM_ATTENUATION,
|
|
PARAM_SPOT_ANGLE=VisualServer::LIGHT_PARAM_SPOT_ANGLE,
|
|
PARAM_SPOT_ATTENUATION=VisualServer::LIGHT_PARAM_ATTENUATION,
|
|
PARAM_SHADOW_DARKENING=VisualServer::LIGHT_PARAM_SHADOW_DARKENING,
|
|
PARAM_SHADOW_Z_OFFSET=VisualServer::LIGHT_PARAM_SHADOW_Z_OFFSET,
|
|
PARAM_SHADOW_Z_SLOPE_SCALE=VisualServer::LIGHT_PARAM_SHADOW_Z_SLOPE_SCALE,
|
|
PARAM_MAX=VisualServer::LIGHT_PARAM_MAX
|
|
};
|
|
|
|
|
|
enum LightColor {
|
|
|
|
COLOR_AMBIENT=VisualServer::LIGHT_COLOR_AMBIENT,
|
|
COLOR_DIFFUSE=VisualServer::LIGHT_COLOR_DIFFUSE,
|
|
COLOR_SPECULAR=VisualServer::LIGHT_COLOR_SPECULAR
|
|
};
|
|
|
|
|
|
enum Operator {
|
|
|
|
OPERATOR_ADD,
|
|
OPERATOR_SUB
|
|
};
|
|
private:
|
|
|
|
|
|
Ref<Texture> projector;
|
|
float vars[PARAM_MAX];
|
|
Color colors[3];
|
|
|
|
|
|
VisualServer::LightType type;
|
|
bool shadows;
|
|
Operator op;
|
|
|
|
// bind helpers
|
|
|
|
protected:
|
|
|
|
RID light;
|
|
|
|
virtual bool _can_gizmo_scale() const;
|
|
virtual RES _get_gizmo_geometry() const;
|
|
|
|
static void _bind_methods();
|
|
|
|
|
|
Light(VisualServer::LightType p_type);
|
|
public:
|
|
|
|
VS::LightType get_light_type() const { return type; }
|
|
|
|
void set_parameter(Parameter p_var, float p_value);
|
|
float get_parameter(Parameter p_var) const;
|
|
|
|
void set_color(LightColor p_color,const Color& p_value);
|
|
Color get_color(LightColor p_color) const;
|
|
|
|
void set_project_shadows(bool p_enabled);
|
|
bool has_project_shadows() const;
|
|
|
|
void set_projector(const Ref<Texture>& p_projector);
|
|
Ref<Texture> get_projector() const;
|
|
|
|
void set_operator(Operator p_op);
|
|
Operator get_operator() const;
|
|
|
|
virtual AABB get_aabb() const;
|
|
virtual DVector<Face3> get_faces(uint32_t p_usage_flags) const;
|
|
|
|
void approximate_opengl_attenuation(float p_constant, float p_linear, float p_quadratic, float p_radius_treshold=0.5);
|
|
|
|
Light();
|
|
~Light();
|
|
|
|
};
|
|
|
|
VARIANT_ENUM_CAST( Light::Parameter );
|
|
VARIANT_ENUM_CAST( Light::LightColor );
|
|
VARIANT_ENUM_CAST( Light::Operator );
|
|
|
|
|
|
class DirectionalLight : public Light {
|
|
|
|
OBJ_TYPE( DirectionalLight, Light );
|
|
|
|
public:
|
|
|
|
enum ShadowMode {
|
|
SHADOW_ORTHOGONAL,
|
|
SHADOW_PERSPECTIVE,
|
|
SHADOW_PARALLEL_2_SPLITS,
|
|
SHADOW_PARALLEL_4_SPLITS
|
|
};
|
|
enum ShadowParam {
|
|
SHADOW_PARAM_MAX_DISTANCE,
|
|
SHADOW_PARAM_PSSM_SPLIT_WEIGHT,
|
|
SHADOW_PARAM_PSSM_ZOFFSET_SCALE
|
|
};
|
|
|
|
private:
|
|
ShadowMode shadow_mode;
|
|
float shadow_param[3];
|
|
protected:
|
|
static void _bind_methods();
|
|
public:
|
|
|
|
void set_shadow_mode(ShadowMode p_mode);
|
|
ShadowMode get_shadow_mode() const;
|
|
|
|
void set_shadow_max_distance(float p_distance);
|
|
float get_shadow_max_distance() const;
|
|
void set_shadow_param(ShadowParam p_param, float p_value);
|
|
float get_shadow_param(ShadowParam p_param) const;
|
|
|
|
DirectionalLight();
|
|
};
|
|
|
|
VARIANT_ENUM_CAST( DirectionalLight::ShadowMode );
|
|
VARIANT_ENUM_CAST( DirectionalLight::ShadowParam );
|
|
|
|
|
|
class OmniLight : public Light {
|
|
|
|
OBJ_TYPE( OmniLight, Light );
|
|
protected:
|
|
static void _bind_methods();
|
|
|
|
public:
|
|
|
|
|
|
OmniLight() : Light( VisualServer::LIGHT_OMNI ) {}
|
|
};
|
|
|
|
class SpotLight : public Light {
|
|
|
|
OBJ_TYPE( SpotLight, Light );
|
|
protected:
|
|
static void _bind_methods();
|
|
public:
|
|
|
|
|
|
SpotLight() : Light( VisualServer::LIGHT_SPOT ) {}
|
|
};
|
|
|
|
|
|
#endif
|